Artificer

The Artificer is a creator of magical items and devices. Unlike the
abilities of other spellcasters, the Artificer is a master of magical
creation superior to all magic-wielding characters. Although their roots
lie in either arcane or divine magic, their talents lie in embedding such
magic into useful tools, weapons, and especially their magical constructs
and clockwork machines whose operation lies in the manipulation and
containment of powerful magic.

Hit Die: d4

Requirements

To qualify to become an Artificer, a character must fulfill all of the
following criteria.

Class Skills

The Artificer's class skills (and the key ability for each skill) are
Alchemy (Int), Appraise (Int), Concentration (Con),
Craft (Clockmaking) (Dex) [*], Craft (Int),
Knowledge (Arcana) (Int), Knowledge (Engineering) (Int),
Knowledge (Blacksmithing) (Int), Spellcraft (Int).
[*] This skill cannot be self-taught initially. The character must find a
craftsman and be taught this skill (which can be in the character's
background if this skill is taken at character creation). Gnomes gain a +2
racial circumstance bonus for any Craft (Clockwork Device) skill checks.

Skill points at Each Level: 3 + Int modifier. One point must be used in
a Knowledge or Craft skill.

Class Features

All of the following are features of the Artificer prestige class.

Weapon and Armor Proficiency: Artificers gain no new weapon or
armor proficiencies.

Spells: The artificer continues study of magic as well as in her
field of research. This, when a new Artificer level is gained, the
character gains new spells per day as if she had also gained a level in
a spellcasting class she belonged to before she added the prestige class.
She does not, however, gain any other benefit a character of that class
would have gained (improved chance of controlling or rebuking undead,
metamagic or item creation feats, and so on). This essentially means that
she adds the level of Artificer to the level of some other spellcasting
class the character has, then determines spells per day.

For spells, feats, and other things that require a caster level, it is
the level of Artificer added to the level of some other spellcasting class
the character already had.

When progressing in Artificer, the character must determine which prior
spellcasting class gets the bonus, and the bonus can't then be changed to
another class later on. For instance, Ginny is a level 3 sorcerer and a
level 5 wizard. When she obtains her next level, she applies the
Artificer's +1 spell level bonus to her sorcerer class, so she now gains a
second level sorcerer spell slot. Later on, she levels again and adds her
bonus to her wizard class. She is now a level 3 sorcerer, level 5 wizard,
and a level 2 Artificer. She can cast as though she was a level 4 sorcerer
and a level 6 wizard. She can not later change the Artificer bonus so she
could cast spells as a level 3 sorcerer and a level 7 wizard.

Animate Object: The Artificer can animate objects as a spell-like
ability. The total cubic feet of material affected is based on the
character's total number of caster levels, plus any levels of Artificer.
This ability can be used once per day per class level. Otherwise, this
spell is identical to the Priest spell of the same name.

Efficient Progress: Due to her knowledge of magic items and the
workings of constructing them, the Artificer reduces the time, XP, and
materials cost by the listed amount. This bonus does not apply to Brew
Potion or Scribe Scroll.

Imbue with Intelligence: Throughout her career, the arcane
crafter delves constantly into the nature of magic item construction. She
is fascinated by the interaction between cold, inanimate matter and the fire
of pure magic. Finally, she masters the ultimate art in the craft of magic
item creation. She can control awakening the intelligence within a magic
item.

In game terms, the Artificer rolls on table 8-31 of Core Rulebook 2. To
this roll she adds her primary casting attribute (Wis for Clerics, Rangers
and Paladins; Int for Wizards; Cha for Sorcerers and Bards). From this
point on, the Artificer directs the process to create an item of specific
purpose and powers rather than rolling randomly on the tables. The
Artificer follows the standard rules for intelligent item creation as
outlined in Core Rulebook II, applying her normal cost reductions for
Efficient Progress. The item must be specifically created for the purpose
of imbuing it with intelligence -- this may not be done with an item already
crafted.

Mastery of Creation: When the Artificer reaches 10th
level, she is considered to be a master of construct creation. At this
point, the Artificer is capable of creating any of the monsters listed in
the Monster Manual as constructs. Creation time, costs, and other
information is listed in the Encyclopaedia Arcane: Constructs.

The Artificer is also no longer limited to the number of feats and skills
embedded in a clockwork construct. Her only limit is the expense of such
creations and their size.

The Artificer can now also create minor artifacts, although attempting
such an undertaking should take no less than one year. In addition, the DM
should assign some sort of quest to acquire costly spell components, etc.
Examples of minor artifacts appear in the Core Rulebook II. An Artificer
ideally should not be able to create more than one or two artifacts in a
lifetime, and not without great cost to herself.